Behind The Whispering Willows – An Interview with Night Light Interactive’s Michael Bellavia

<p><em>Whispering Willows <&sol;em>released earlier this month&comma; and after delivering the horror-puzzler to gamers&comma; Night Light Interactive Co-Founder Michael Bellavia took time out of the early development schedule of multiple projects to answer our questions about the game&period;<&sol;p>&NewLine;<hr &sol;>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<p><strong>Q&colon; For those who do not know about <em>Whispering Willows<&sol;em>&comma; what is the elevator pitch for the game&quest;<&sol;strong><&sol;p>&NewLine;<p>A&colon; Help a young girl find out what happened to her missing father in a haunted mansion&comma; unlocking trapped souls and ghosts&comma; and using a magic amulet that lets her astral project into the spirit realm&period;<&sol;p>&NewLine;<p><strong>Q&colon; As Elena Elkhorn&comma; you try to find out why your father is missing in a haunted mansion&period; However&comma; later on&comma; she gains the ability to use a spirit outside of her body&period; How did she come across this power and what is the father’s connection to the mansion&quest;<&sol;strong><&sol;p>&NewLine;<p>A&colon; She finds an amulet in the catacombs of the mansion&comma; and it allows her to astral project into the spirit realm&period;<&sol;p>&NewLine;<p><strong>Q&colon; How is Elena’s power to project a spirit used as a gameplay mechanic&quest;<&sol;strong><&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;87615" aria-describedby&equals;"caption-attachment-87615" style&equals;"width&colon; 300px" class&equals;"wp-caption alignleft"><a href&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;wp-content&sol;uploads&sol;2015&sol;07&sol;Whispering-Willows-1&period;jpg"><img class&equals;"wp-image-87615 size-medium" src&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;wp-content&sol;uploads&sol;2015&sol;07&sol;Whispering-Willows-1-300x169&period;jpg" alt&equals;"Whispering Willows&lowbar;20150517172508" width&equals;"300" height&equals;"169" &sol;><&sol;a><figcaption id&equals;"caption-attachment-87615" class&equals;"wp-caption-text">Night Light Interactive wanted a painterly approach with Whispering Willow&&num;8217&semi;s art design&period;<&sol;figcaption><&sol;figure>&NewLine;<p>A&colon; Elena corporeal form is bound by the laws of physics&comma; yet her spirit form has certain abilities including levitating&comma;  flying&comma; and transforming into a wisp form to pass through tiny cracks and crevices&period;<&sol;p>&NewLine;<p><strong>Q&colon; What led you towards the unique art style of <em>Whispering Willows<&sol;em>&quest;<&sol;strong><&sol;p>&NewLine;<p>A&colon; The art style was key to the approach to <em>Whispering Willows<&sol;em> in that we wanted to hearken back to some of the early 2D games we played as kids&period; We wanted a painterly approach&comma; so we worked with a variety of traditional illustrators and animators to create a richly textured environment&period;<&sol;p>&NewLine;<p><strong>Q&colon; When creating a horror atmosphere&comma; how important is the audio design&quest; How did you strike the balance between music and silence&quest;<&sol;strong><&sol;p>&NewLine;<p>A&colon; For horror&comma; sound design is key&period; We started very early in the process to make sure the audio would immerse the player into the game&comma; unsettling them and keeping them on edge throughout&period; <em>Whispering Willows<&sol;em> is all about atmosphere&comma; so we wanted that eerie feel that being alone in an empty old house can give you&comma; where you don’t know if what creaks or moans is just a settling house or a poltergeist&period;<&sol;p>&NewLine;<p><strong>Q&colon; How difficult was it to port the PC version to PS4 and Vita&quest;<&sol;strong><&sol;p>&NewLine;<p>A&colon; We enlisted the help of the porting experts at LOOT Interactive to help us port <em>Whispering Willows<&sol;em> to PS4 and Vita&period;<&sol;p>&NewLine;<p><strong> <&sol;strong><strong>Q&colon; Have you used any specific features of the PS4 and the Vita for the game&quest; <&sol;strong><&sol;p>&NewLine;<p>A&colon; LOOT Interactive took advantage of the unique features of the Dual Shock 4 controller&period; The light bar changes colors&comma; the controller rumbles&comma; and sounds are emitted from the controller throughout the game&comma; enhancing the already immersive <em>Whispering Willows<&sol;em> experience on PlayStation&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;117299" aria-describedby&equals;"caption-attachment-117299" style&equals;"width&colon; 1280px" class&equals;"wp-caption aligncenter"><img class&equals;"wp-image-117299 size-full" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2015&sol;07&sol;22123903&sol;Whispering&lowbar;Willows-bagogames&period;png" alt&equals;"Whispering&lowbar;Willows-bagogames" width&equals;"1280" height&equals;"720" &sol;><figcaption id&equals;"caption-attachment-117299" class&equals;"wp-caption-text">The game was crowdfunded on KickStarter for &dollar;20&comma;747 and the fans helped with the development of the game with their opinions&period; &lpar;Whispering Willows&comma; Night Light Interactive&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p><strong> <&sol;strong><strong>Q&colon; <em>Whispering Willows<&sol;em> was previously crowdfunded on KickStarter&period; How did you manage with the pressures of delivering a final product to those who supported you&quest;<&sol;strong><&sol;p>&NewLine;<p>A&colon; Our KickStarter supporters have been our most vocal and loyal supporters&comma; so we wanted to make sure that we did right by them&period; Throughout the fundraising process and on into the day-to-day concepting and development of the game&comma; we shared the behind the scenes decisions we were making&comma; and in many cases their opinions helped shaped the direction we took&period; They’ve continued to be there through to launch and are some of our best marketers too&period;<&sol;p>&NewLine;<p><strong> <&sol;strong><strong>Q&colon; What is it like to read and watch players’ reactions from your game on social media websites&quest;<&sol;strong><&sol;p>&NewLine;<p>A&colon; We love our social following – again&comma; the biggest social supporters were the folks who were our early KickStarter backers&period; Their enthusiasm has turned into Facebook posts&comma; tweets&comma; YouTube videos&comma; Twitch livestreams&comma; and much more in a ton of different languages even&period; We have a huge following in Russia it seems – who knew&quest;<&sol;p>&NewLine;<p><strong> <&sol;strong><strong>Q&colon; When will we hear more about your next project&comma; <em>Nomad<&sol;em>&quest;<&sol;strong><&sol;p>&NewLine;<p>A&colon; We are already in early stages of development on a couple of other titles&comma; as well as early development on a <em>Whispering Willows<&sol;em> sequel&period;<&sol;p>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<hr &sol;>&NewLine;<p>We want to thank Michael Bellavia for taking the time to answer our questions&period; <em>Whispering Willows <&sol;em>is available for download on PS4&comma; Vita&comma; PC&comma; Mac&comma; Linux&comma; and OUYA&period; In addition&comma; the game is coming to Wii U and Xbox One platforms later this Summer&period; Mobile releases of <em>Whispering Willows<&sol;em> are also planned&period;<&sol;p>&NewLine;

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